• Title/Summary/Keyword: 학습 증강

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Digilog Book Interaction Design Using Augmented Reality(AR) (Focused on Children's Books) (증강현실(AR)을 활용한 디지로그 북 인터랙션디자인 연구 (아동 서적물 중심으로))

  • Jung, Yong-Won;Ju, Min-Kyung;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.425-433
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    • 2020
  • Digilog book using augmented reality is a form that augmented reality is implemented by illuminating the camera embedded in the mobile image on the page registered as an image marker after downloading the application, which shows a fragmentary limitation in the content implementation method. Therefore, in this study, we proposed a pop-up multi-tracking method that enables two-way interaction in a digit log book using augmented reality technology. Through this, we commissioned an authorized agency to test the technical differentiation of augmented reality content for two prototypes of existing book-type Digilog Book and Pop-up-type Digilog Book. A test report was issued. The pop-up type digit log book suggested in this study enables the user to implement the interactive contents according to the user's action (movement). This can induce the interaction between the virtual image and the printed picture book and give the learner an interest and immersion, so that it is possible to express the interaction of the digital log book.

A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.

A Study of Design and Implementation of Cultural Property Contents Using Augmented Reality (증강현실을 이용한 문화재 콘텐츠 설계 및 구현 연구)

  • Suh, Donghee
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.15-20
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    • 2019
  • Augmented reality is used in various fields such as culture, education, military, medical. This is a method of recognizing information of an augmented object on the camera. Exhibitions and educational contents for children are already produced in various ways. This research showed the developed contents deliver cultural property information using augmented reality. 'Galgibi AR' and 'Jang Young-sil's Invention AR' allow you to experience cultural assets up close. 'Galgibi AR' is the experience content in the form of 3D blocks. It makes to understand the structure of the zeolite, Galgibi. 'Jang Young-sil's Invention AR' make you to watch out four objects in detail by zooming in, zooming out and rotating. It can also take pictures with the inventions. Both contents implement what we want to deliver accurately through simple content. They increase the enjoyment of cultural heritage through experience contents. This research addressed to help the cultural property information spread to the public by using Augmented Reality.

A Study of Pattern Defect Data Augmentation with Image Generation Model (이미지 생성 모델을 이용한 패턴 결함 데이터 증강에 대한 연구)

  • Byungjoon Kim;Yongduek Seo
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.79-84
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    • 2023
  • Image generation models have been applied in various fields to overcome data sparsity, time and cost issues. However, it has limitations in generating images from regular pattern images and detecting defects in such data. In this paper, we verified the feasibility of the image generation model to generate pattern images and applied it to data augmentation for defect detection of OLED panels. The data required to train an OLED defect detection model is difficult to obtain due to the high cost of OLED panels. Therefore, even if the data set is obtained, it is necessary to define and classify various defect types. This paper introduces an OLED panel defect data acquisition system that acquires a hypothetical data set and augments the data with an image generation model. In addition, the difficulty of generating pattern images in the diffusion model is identified and a possibility is proposed, and the limitations of data augmentation and defect detection data augmentation using the image generation model are improved.

A Study on the Next Generation Game Education (차세대 게임 교육에 대한 연구)

  • Do-Kyung, KIM
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.123-126
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    • 2023
  • 최근 몇 년간 게임 산업은 급격한 성장을 보이며, 이에 따라 게임교육 역시 관심이 높아지고 있다. 이전까지는 게임이 악영향을 미치는 것으로 일반적인 인식이 있었으나, 현재는 게임을 학습에 활용하는 연구가 많이 이루어지고 있다. 이러한 게임이 교육 분야에도 활용될 수 있다는 아이디어는 이미 과거부터 제시되어 왔지만, 최근에는 이러한 아이디어가 혁신적인 게임교육 분야로 진화하고 있다. 이 논문에서는 차세대 게임교육의 발전 방향을 살펴보고, 인공지능, 가상현실 및 협력학습 기술이 어떻게 게임교육에 적용될 수 있는지 논의할 것이다.

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E-Learning Technology Trends (이러닝 신기술 동향)

  • Noh, J.A.;Lee, S.J.;Yun, J.H.;Cho, H.W.;Kang, S.B.
    • Electronics and Telecommunications Trends
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    • v.29 no.1
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    • pp.41-49
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    • 2014
  • 최근 산업 전반에 걸쳐 가상세계와 현실세계, 방송과 통신, IT 기술과 전통산업 등 다양한 분야에서 융합연구가 진행되고 있다. 그리고 교육분야에서는 주입식 교육을 탈피하는 창의력 중심으로의 교육 패러다임의 변화를 고려하고, 교육격차 해소와 교육복지 실현을 위한 새로운 교육서비스 제공이 요구되고 있으며, 결과적으로 자기주도형 미래 인재를 육성하기 위한 고품질의 인터랙티브 교육콘텐츠 기술이 시급히 요구되고 있는 실정이다. 이에 따라 최근에는 ICT(Information & Communication Technology) 기술을 교육과 융합하여 학습자에게 실재감과 몰입감을 제공하고 학습자의 체험 기반 학습을 지향하는 이러닝 콘텐츠 기술이 개발되고 있다. 본고에서는 증강현실 기반 실감형 학습기술, 가상현실 기반 체험형 학습기술, 인터랙티브 e-book 기술 관련 신기술 개발동향에 대해 살펴보고자 한다.

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A Technical Trend Analysis of e-Learning (e-러닝 기술 동향)

  • Jee, H.K.;Lee, S.J.;Kim, S.Y.;Kang, S.B.;Yoo, J.S.;Ming, S.H.;Lee, J.S.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.36-46
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    • 2011
  • 급변하는 사회 환경과 기술 변화에 적응하기 위해 평생 교육에 대한 관심이 높아지고 있으며 이러한 욕구를 충족시키기 위한 새로운 개념의 e-러닝 기술에 대한 연구가 활발히 진행중이다. 또한 기존의 단순한 정보 전달 수준을 뛰어 넘어 학습자가 직접 참여하고 체험할 수 있는 고품질의 인터랙티브 e-러닝 콘텐츠에 대한 요구가 증대되고 있다. 본 고에서는 최근 이슈가 되고 있는 증강 현실 학습 기술, 가상현실 학습 기술, 시뮬레이션 학습 기술, 맞춤형 학습 기술 등 e-러닝 요소 기술 개발 현황에 대해 살펴보고 관련 기술 동향을 분석한다. 또한 e-러닝 기술 관련 표준화 동향에 대해서도 살펴본다.

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Analyzing Spurious Contextualization of Korean Contrastive Sentence Representation from the Perspective of Linguistics (언어학 관점에서의 한국어 대조학습 기반 문장 임베딩의 허위 문맥화에 대한 고찰)

  • Yoo Hyun Jeong;Myeongsoo Han;Dong-Kyu Chae
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.468-473
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    • 2023
  • 본 논문은 사전 학습 언어 모델의 특성인 이방성과 문맥화에 주목하여 이에 대한 분석 실험과 한국어 언어 모델만의 새로운 관점을 제안한다. 최근 진행된 영어 언어 모델 분석 연구에서 영감을 받아, 한국어 언어 모델에서도 대조학습을 통한 이방성과 문맥화의 변화를 보고하였으며, 다양한 모델에 대하여 토큰들을 문맥화 정도에 따라 분류하였다. 또한, 한국어의 언어학적 특성을 고려하여, 허위 문맥화를 완화할 수 있는 토큰을 문맥 중심어로, 문맥 중심어의 임베딩을 모방하는 토큰을 문맥 기능어로 분류하는 기준을 제안하였다. 간단한 적대적 데이터 증강 실험을 통하여 제안하는 분류 기준의 가능성을 확인하였으며, 본 논문이 향후 평가 벤치마크 및 데이터셋 제작, 나아가 한국어를 위한 강건한 학습 방법론에 기여하길 바란다.

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Recent advances in few-shot learning for image domain: a survey (이미지 분석을 위한 퓨샷 학습의 최신 연구동향)

  • Ho-Sik Seok
    • Journal of IKEEE
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    • v.27 no.4
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    • pp.537-547
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    • 2023
  • In many domains, lack of data inhibits adoption of advanced machine learning models. Recently, Few-Shot Learning (FSL) has been actively studied to tackle this problem. Utilizing prior knowledge obtained through observations on related domains, FSL achieved significant performance with only a few samples. In this paper, we present a survey on FSL in terms of data augmentation, embedding and metric learning, and meta-learning. In addition to interesting researches, we also introduce major benchmark datasets. FSL is widely adopted in various domains, but we focus on image analysis in this paper.

Improvements in Patch-Based Machine Learning for Analyzing Three-Dimensional Seismic Sequence Data (3차원 탄성파자료의 층서구분을 위한 패치기반 기계학습 방법의 개선)

  • Lee, Donguk;Moon, Hye-Jin;Kim, Chung-Ho;Moon, Seonghoon;Lee, Su Hwan;Jou, Hyeong-Tae
    • Geophysics and Geophysical Exploration
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    • v.25 no.2
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    • pp.59-70
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    • 2022
  • Recent studies demonstrate that machine learning has expanded in the field of seismic interpretation. Many convolutional neural networks have been developed for seismic sequence identification, which is important for seismic interpretation. However, expense and time limitations indicate that there is insufficient data available to provide a sufficient dataset to train supervised machine learning programs to identify seismic sequences. In this study, patch division and data augmentation are applied to mitigate this lack of data. Furthermore, to obtain spatial information that could be lost during patch division, an artificial channel is added to the original data to indicate depth. Seismic sequence identification is performed using a U-Net network and the Netherlands F3 block dataset from the dGB Open Seismic Repository, which offers datasets for machine learning, and the predicted results are evaluated. The results show that patch-based U-Net seismic sequence identification is improved by data augmentation and the addition of an artificial channel.